From fada5c8bfa9e769669bdefee4e90d5b473fb174e Mon Sep 17 00:00:00 2001 From: David Knapp Date: Sat, 27 Jul 2019 15:14:04 -0400 Subject: [PATCH] Fix indenting so it's consistent with the rest of the function. --- qcsrc/common/weapons/weapon/machinegun.qc | 26 +++++++++++------------ 1 file changed, 13 insertions(+), 13 deletions(-) diff --git a/qcsrc/common/weapons/weapon/machinegun.qc b/qcsrc/common/weapons/weapon/machinegun.qc index fe45176ccb..4c7e7256f4 100644 --- a/qcsrc/common/weapons/weapon/machinegun.qc +++ b/qcsrc/common/weapons/weapon/machinegun.qc @@ -215,7 +215,7 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen W_MachineGun_Attack_Auto(thiswep, actor, weaponentity, fire); } - // You can "shoot" more rounds than what's "used", and vice versa. + // You can "shoot" more rounds than what's "used", and vice versa. if(fire & 2) if(weapon_prepareattack(thiswep, actor, weaponentity, true, 0)) { @@ -227,18 +227,18 @@ METHOD(MachineGun, wr_think, void(entity thiswep, entity actor, .entity weaponen return; } - // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction. - // Also keep the fraction <= 1 otherwise we'd mag dump in one burst. - float burst_fraction = min(1, actor.(weaponentity).clip_load / WEP_CVAR(machinegun, burst_ammo)); - int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction); - - // We also don't want to use 3 rounds if there's only 2 left. - int to_use = min(WEP_CVAR(machinegun, burst_ammo), actor.(weaponentity).clip_load); - W_DecreaseAmmo(thiswep, actor, to_use, weaponentity); - - // Bursting counts up to 0 from a negative. - actor.(weaponentity).misc_bulletcounter = -to_shoot; - W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire); + // We don't want to shoot 3 rounds if there's 2 left in the mag, so we'll use a fraction. + // Also keep the fraction <= 1 otherwise we'd mag dump in one burst. + float burst_fraction = min(1, actor.(weaponentity).clip_load / WEP_CVAR(machinegun, burst_ammo)); + int to_shoot = floor(WEP_CVAR(machinegun, burst) * burst_fraction); + + // We also don't want to use 3 rounds if there's only 2 left. + int to_use = min(WEP_CVAR(machinegun, burst_ammo), actor.(weaponentity).clip_load); + W_DecreaseAmmo(thiswep, actor, to_use, weaponentity); + + // Bursting counts up to 0 from a negative. + actor.(weaponentity).misc_bulletcounter = -to_shoot; + W_MachineGun_Attack_Burst(thiswep, actor, weaponentity, fire); } } else -- 2.39.2